|
Sierra
has been a company of ups and downs over the years. Known for its
"Quest" series of games, it was one of the best-loved PC
developers in the 80's. Their reputation started to take a tumble in
the 90's, with mediocre titles such as Phantasmagoria, Outpost
and Police Quest: SWAT being some of the company's major
releases - Sierra was no longer a sure shot... and if its
reorganization is any indication, it wasn't nearly as successful as it
once was. Recently however, games like Half-Life, Starsiege
Tribes, Gabriel Knight 3 and Homeworld have been
released to critical acclaim and perhaps proving the company has
turned itself around. SWAT 3 is another quality title to add to
this list of new Sierra games that make the grade and then some.
Since
it became the SWAT series, Police Quest has been a
mishmash of genres. SWAT 3 is a first-person shooter, while 2
was a real-time strategy game and the first title was a FMV festival.
The previous game's foray into the world of real-time strategy was
mediocre at best, so to succeed in the equally crowded FPS market
would require something special, which is exactly what has been
delivered.
If
you're the type of gamer who thinks first-person shooters are all
about speed and twitch reflexes, played online to rack up frags galore
and nothing will change your mind, stop now. First, while Sierra has
announced patches and add-ons to be released later this year to fix
the problem, SWAT 3 currently is for one player only. Second, SWAT
3 is a more cerebral experience than most. Feel free to wade into
every hostile situation with guns blazing - that is, if you're not
concerned about getting mowed down by a few well-placed gunshots.
SWAT
is all about realism. It only takes a few hits before you die – and
no, there are no armor and health power ups lying about on the ground.
You get shot, you bleed, and if you get shot enough, you die.
It's as simple as that. To succeed in SWAT, you need to follow
proper protocol at least some of the time. You're teamed up with four
other SWAT officers you can order around. Most of the time, you'll
need to use them. These AI-controlled officers can truly be
lifesavers. Your squad (or element, in SWAT terminology) will often
cover your back effectively, or at least spot threats you may not have
noticed. SWAT 3 is not about being the lone hero, and if you
play it that way, you're just making it extra hard on yourself. The AI
is truly exceptional and reliable, but not surprisingly, it isn't
perfect. Occasionally, computer controlled officers will walk, one by
one, in front of a doorway a gunman has his sights trained on. These
ducks in a row are downed in a clockwork fashion. Luckily, such
incidents are not the norm.
The
missions you'll face fit in with a back-story, which, to tell the
truth, isn't all that interesting. Taking place in 2005, the game
focuses on the week before the signing of a nuclear abolishment
treaty. You're just as
well to ignore the back-story and focus on the missions themselves -
they're interesting enough on their own. Ranging from hostage rescues
to simple takedowns, the missions are very well crafted.
The environments are very realistic, with a lot of small
details included. The baddies are an entertaining mix, ranging from
highly trained terrorists to otherwise regular people who seem
confused or misguided. Their placement within the missions and their
attitudes vary each time you run the mission, meaning that just
because a group of hostage-takers was fairly passive last time you
played a mission, there's no guaranteeing they won't be
hyper-aggressive the next time you try.
The
ultimate goal for a SWAT team is to enter a situation, and neutralize
a dangerous situation, doing whatever possible to minimize violent
conflict. This means you're expected to default to demands that a
hostile target submits before opening fire and taking off his or her
kneecaps. Sometimes, this is an effective strategy; particularly if a
suspect encounters five SWAT officers with their weapons all pointed
his way. In extreme situations, though, going into a room with armed
suspects and following this strategy could lead to a painful
introduction of hot lead to flesh. To this end, your team has a
variety of tools to help disorient or disable suspects without
actually resorting to gunfire. Flash explosives can be used to startle
suspects and give your team the benefit of confused targets. Tear gas
can also be deployed to temporarily disable them. If you're still not
comfortable with the risk, you can be a bit dangerous and shoot at
suspects through the walls. With the right type of weapon and
ammunition (and there are a wide variety), you can shoot at suspects
through non-reinforced walls - a really exciting touch that adds even
more realism to the game. In
these situations, however, you should at least have an idea of what's
in the room, lest you kill a hostage and fail your mission.
SWAT
has excellent graphics that are somewhat reminiscent of those in Half-Life, although the game uses an engine that was built from
scratch. The detailed environments look great, and the look of the
game also benefits from solid lighting effects and other neat effects
such as muzzle flash coming from automatic weapons. But the
environments are what will impress most gamers - everything just seems
right. And while shortcuts have surely been taken, nothing seems to be
missing from the homes, businesses and other locations you attend over
the course of the game. The graphics run at a decent clip - the game
should run nicely on a fairly modern system (300 MHz processor,
TNT2/Voodoo3 level accelerator).
Sound
effects are generally very good. The voices are clear and there are a
great variety of phrases suspects and hostages say. You'll
be abused by fundamentalists and told you're too rough by almost
everybody. Some suspects
will, of course, proclaim innocence. Some hostages will even go so far tell you
they're army veterans and you should give them a gun so they can help
you. The sounds made by your equipment all sound nice and clear, and
the underlying music is unobtrusive but effective enough to add a
sense of urgency to the situations. Occasionally, sounds started to
break up, however, and if you're doing too many things at once, voices
will often cue up and continue long after you're done talking. Occasionally, your voice will even interrupt incoming messages about
hostage debriefings and so on.
Controls
are fully customizable and responsive. All you need to do is modify
your basic preferred first-person shooter controls for a few commands
and you're set. A nice addition to typical FPS controls are
"lean" buttons, which allow you to lean left or right to
peek through a doorway, exposing less body for perpetrators to shoot
at. About the only complaint is a slight delay in switching weapons or
equipment - but this is just another imitation of the real world -
like in real life, such switches are not instantaneous.
Overall,
SWAT 3 is an excellent, albeit underrated game, and probably one of
the best first-person shooters around, period. The nature of the
missions makes them interesting time and time again, and the overall
presentation is very slick and attractive. If SWAT 3 is any
indication,
Sierra is back
with a vengeance.
|